Copyediting Mega Manectric [GP 1/2]

lyd

weird machine
is a Community Contributoris a Contributor to Smogonis a Smogon Media Contributor
#1

qc - talkingtree / n10sit
gp - The Dutch Plumberjack / x​
[OVERVIEW]

Mega Manectric's blistering Speed tier lets it be an effective pivot able to get the jump on threats like Mega Gengar and Tapu Koko. Access to Volt Switch and Intimidate in tandem with a good typing make Mega Manectric a formidable positioning tool, letting it come in several times in a match to weaken physical attackers. Fire coverage in Overheat or Flamethrower sets it apart from other Electric-types such as Tapu Koko, and Snarl is another nice tool that punishes special attackers. However, despite its handy Intimidate, Mega Manectric can't come in on metagame-defining attackers like Zygarde and Landorus-T. Mega Manectric's damage output is also rather lackluster. Finally, it also struggles considerably with opposing speed control.

[SET]
name: Offensive Pivot
move 1: Volt Switch
move 2: Snarl / Hidden Power Ice
move 3: Overheat / Hidden Power Ice
move 4: Protect
item: Manectite
ability: Lightning Rod
nature: Timid
evs: 128 HP / 44 Def / 80 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Volt Switch is key to make Mega Manectric the reliable pivot it is, enabling it to switch out while dealing decent damage. Snarl punishes special attackers, being notably helpful to let teammates shrug off moves with more ease. Overheat hits Grass-types like Tapu Bulu, Amoonguss and Ferrothorn as well as Mega Metagross, a powerful and popular pick. Hidden Power Ice hits foes 4x weak to Ice, most notably Zygarde, Landorus-T, and Mega Salamence, the former two of which wall any set lacking the move. Hidden Power Ice should replace either Snarl or Overheat if opted for. Giving up Overheat makes Mega Manectric lose important coverage on Grass-types and Mega Metagross, whereas losing out on Snarl reduces some of its utility against special attackers; choosing which move to give up depends a lot on the team Mega Manectric is in, making it valuable to evaluate Mega Manectric's choice of moves on a case-by-case basis. Finally, Protect not only keeps Mega Manectric safe from attacks that could be troublesome while its ally retaliates but also lets it stall out methods of speed control such as Tailwind and Trick Room.

Set Details
========

Maximum Speed EVs alongside a Timid nature let Mega Manectric outrun +1 Modest Kommo-o and Rash Deoxys-A while still tying with opposing Mega Manectric. Its bulk investment enables it to take a Psychic from unboosted Tapu Lele in Psychic Terrain or a Stomping Tantrum from Mega Metagross. The rest of EVs are invested into Special Attack. Alternatively, 252 SpA EVs and 252 Spe EVs can increase firepower, but it makes Mega Manectric a less reliable pivot. Lightning Rod is the preferred ability before Mega Evolution to redirect Electric-type moves, which not only can improve its firepower considerably but also helps teammates take on threats like Tapu Koko.

Usage Tips
========

Mega Manectric is quite a solid lead, giving not only Intimidate but also a reliable form of pivoting and scouting thanks to its fast Volt Switch. It's also important to try to Mega Evolve it early if Lightning Rod won't have much use, as it can Intimidate foes on the switch. Nonetheless, it's always nice to attempt to preserve Mega Manectric for late-game, as it can be quite helpful to seal a match with the combination of Intimidate and Snarl to keep faster foes in check. Pivot Mega Manectric into physical attackers to reduce their firepower with Intimidate. Decent effective bulk after Intimidate lets it come in a couple times on a match, so make sure to make the best use of that bulk by constantly using Volt Switch and Intimidate on foes. Speaking of Volt Switch, be careful not to use it when your opponent predicts it and sends in a Ground-type, as it will leave Mega Manectric vulnerable to damage it might not have intended to take during the turn it attempts to switch out. If running Overheat, it's usually ideal to pivot out afterward due to the Special Attack drop provoked by the move. Allies with a setup move can also take advantage of Intimidate and Snarl, giving them a lot more opportunities, so try to pivot Mega Manectric in when attempting to set up with them. Lastly, if your opponent has a strong Electric-type like Tapu Koko, it could be ideal to hold off on Mega Evolving for a turn or two to redirect its Electric move; just keep the lack of Intimidate, power, and Speed in mind.

Team Options
========

Setup sweepers like Zygarde and Kommo-o greatly appreciate Intimidate and Snarl giving them more opportunities to set up. Pokemon with U-turn like Genesect and Incineroar have great synergy with Mega Manectric, enabling constant pivoting and a continually changing board state. In a similar manner, a secondary Intimidate user like Landorus-T or the aforementioned Incineroar is a good choice to annoy opposing physical attackers with a lot more effectiveness by constantly pivoting back and forth. Pokemon that take on Dragon-types like Kyurem-B and Kommo-O are great partners; examples include Tapu Fini and the aforementioned Genesect. Tailwind users like Suicune and Mew greatly appreciate Intimidate and Snarl giving them more opportunities to set up. Similarly, speed control in Icy Wind or Electroweb is also appreciated, making up for Mega Manectric's susceptibility to opposing speed control. Notable users include Assault Vest Kyurem-B and Porygon2, especially since both have great matchups against Landorus-T and Zygarde. A countermeasure to Trick Room is important because most frameworks with Mega Manectric can be quite susceptible to it otherwise; Roar Suicune is a sound pick, also compressing the role of a Tailwind setter, but Taunt users such as Tapu Koko and Tapu Lele also excel at this role. Gothitelle can trap opposing Pokemon whose stats were lowered by Intimidate or Snarl while also being able to reset opposing Trick Room.

[STRATEGY COMMENTS]
Other Options
=============

By virtue of its limited niche, Mega Manectric doesn't have many additional options. Flamethrower gives up a lot of Overheat's power but doesn't lower Mega Manectric's damage output like Overheat does; Flamethrower also pairs quite nicely with Hidden Power Ice, as Overheat also greatly weakens Hidden Power Ice. Thunder can be used over Snarl on rain teams for added power. Finally, Thunderbolt can replace Volt Switch to allow Mega Manectric to use Electric-type moves without having to switch out on non-rain teams.

Checks and Counters
===================

**Ground-types**: While most Ground-types are weak to Hidden Power Ice, Mega Manectric is still vulnerable to any of them switching in to block Volt Switch; the likes of Landorus-T, Zygarde, and Mega Swampert can hit it with a STAB Ground move of choice, dealing decent damage even after spread reduction and Intimidate, with Mega Swampert taking even Hidden Power Ice variants. Landorus can also block Volt Switch but it has a chance to get OHKOed by Hidden Power Ice and doesn't appreciate a Snarl, failing to knock out Mega Manectric if it decides to use the move.

**Grass-types**: Most Grass-types, such as Tapu Bulu and Amoonguss, can take at least one Overheat and thus force Mega Manectric out due to the Special Attack drop. Amoonguss can also put it to sleep with Spore, and Tapu Bulu can hit it hard with a STAB move.

**Dragon-types**: Kyurem-B can take absolutely anything Mega Manectric throws at it and retaliate with an Earth Power, Ice Beam, or Icy Wind for speed control. Soundproof Kommo-o is immune to Snarl and stomachs any move from Mega Manectric too.

**Speed control**: Mega Manectric is very susceptible to speed control, as it highly appreciates its Speed stat to be an efficient pivot. Trick Room from the likes of Diancie and Stakataka, Tailwind from Pokemon such as Zapdos and Suicune, and Icy Wind from the likes of Kyurem-B and Milotic can heavily annoy Mega Manectric and most of its teammates.

[CREDITS]
- Written by: [[lyd, 303291]]
- Quality checked by: [[talkingtree, 232101], [n10sit, 267148]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [name, ID]]
 
Last edited by a moderator:

talkingtree

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Doubles Captain
#2
  • [Overview] Move the points about its Speed into the first sentence, it being faster than Mega Gengar / Tapu Koko is a huge part of its niche
  • [Overview] Mega opportunity cost isn't really something Mane struggles with, other megas offer very different types of roles
  • [Set] Slash HP Ice behind Snarl as well, this is already reflected in your Moves points anyway
  • [Moves] Snarl doesn't really make up for Mane's lack of power, it's more that it offers the team some other utility instead of just being a fast attacker. If you want to say something that it makes up for, you can point out that the combination of Intimidate + Snarl allows Manectric to weaken any kind of incoming attack
  • [Moves] The HP Ice sentence should mention that most of HP Ice's targets either are immune to or easily shrug off its other moves - Zygarde in particular is an incredibly safe switchin to Volt / Snarl / Overheat / Tect sets
  • [Set Details] For Lightning Rod, instead of just saying that it redirects electric-type moves, either focus on the fact that this supports its teammates or the fact that it can offer Manectric a way to be more offensively threatening
  • [Set Details] "unboosted" Mega Metagross is pretty redundant, Meteor Mash is uncommon and rarely boosts its Attack anyway
  • [Usage Tips] You need a point about Mega Mane's ability to act as a solid lead, with fast pivoting making it easier to manage board posiiton
  • [Usage Tips] Clarify that you're talking about your own setup sweepers when you discuss those re: Intim + Snarl
  • [Usage Tips] Add something about preserving Mane for late-game to keep faster Pokemon in check through speed + attack control (Intim + Snarl)
  • [Team Options] Volcanion isn't really frail, so I'd leave it out of that point
  • [Team Options] When you discuss Lando-T + Incin, also highlight that they can fulfill a similar role to the bullet point above - pivoting and thus being able to shuffle Intimidate in every turn while dealing chip damage
  • [Team Options] Gothitelle can keep foes on the field, allowing Mane's forced drops in Atk and SpA to stick
  • [Team Options] AV Electroweb Genesect is a bit of an odd mention here, maybe throw Porygon2 in instead? Mane benefits from its solid m/u against Zyg/Lando
  • [Other Options] Flamethrower lets Mane use Fire-type moves more than once; Thunderbolt lets Mane use its STAB without switching out if not on rain teams
  • [Checks and Counters] "Mega Swampert notably walling even Hidden Power Ice variants of Mega Manectric as well"
  • [Checks and Counters] Landorus-T Earth Power is only a roll to OHKO Mane, and can't do so if Mane uses Snarl, so don't overstate its ability there
  • [Checks and Counters] Kyurem-B also has access to Earth Power, and a LO Earth Power has a chance to OHKO
  • [Checks and Counters] Give a few examples of Speed control users
Tag me when those^ are implemented, since there's kind of a lot.
 

talkingtree

Using headphones to drown out your mind
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Doubles Captain
#4
  • [Overview] First two points can be combined when you write up - this is fairly minor, but figured I'd mention anyway
  • [Moves] Overheat should also mention Mega Metagross as a target - it's a Tier 1 threat and pretty easily takes Mane's other moves
  • [Team Options] Lando-T isn't frail, it shouldn't be under "strong but frail" teammates. Kyurem-B isn't particularly frail if it runs AV either.
  • [Team Options] Move the Goth mention lower, possibly when you talk about TR counterplay, as it also offers a way to unset opposing TR. It's also a comparably niche teammate to the others mentioned
  • [Other Options] When you mention Flamethrower, you should say something about how it's sometimes better than Overheat when being used with HP Ice so that you don't risk lowering your SpA and making that coverage nearly useless
  • [Checks and Counters] I think my Mega Swampert point wasn't clear - I meant that you should say Mega Swampert stands out from even the Ground-types that check Mega Manectric because unlike Zygarde/Lando-T/Lando-I, it easily takes HP Ice.
  • [Checks and Counters] You don't need to mention so many examples for each type of speed control, really just one or two to give an idea. I'll leave it up to you to decide which to leave in.
Think that's everything, just be a bit more careful next time but the fundamentals were all here regardless. Take this QC 1/2 and write it up when you get the chance.
 
#5
[OVERIEW]
  • You note that Mega Mane is weaker offensively than many other Megas, but point out that Mega Mane is used as a support pokemon rather than an offensive pokemon like Mega Metagross is.
  • Mega Mane's Intimidate is certainly very handy for switching into things like Metagross and Incineroar, but it is not a switch in to perhaps the most formidable physical attacker in the format, Zygarde
  • Instead of saying "its coverage lets it hit the tier", maybe go for something along the lines of "Neat coverage moves of Overheat/Flamethrower give it an offensive niche over other Electric-types like Tapu Koko.
[MOVES]
  • When mentioning Mega Metagross as an overheat target, perhaps change the format of the sentence to "Overheat hits Grass-types like Tapu Bulu, Amoonguss and Ferrothorn, as well as dealing big damage to Mega Metagross, a powerful and popular threat."
  • Along the same lines, when talking about HP Ice, note that Zygarde and Landorus-T totally wall any set without HP Ice, which sells home its niche more than Zygarde and Landorus "not minding" its other attacks.
  • You only say HP Ice can be used with Overheat while dropping Snarl, but you have it slashed behind Snarl and Overheat on the set. There should be more detail about the pros and cons of dropping either Snarl or Overheat for HP Ice.
[SET DETAILS]
  • Small thing, but generally when you have maximum investment into a stat, you can phrase that part of this section by saying "Maximum Speed investment with a boosting Nature ensures Mega Manectric outspeeds x and y"
  • No need to transition into the defensive benchmarks with "on the other hand", you aren't changing anything or taking anything away from the point you made about its speed. Also, the spread allows it to live Lele Psychic OR +0 Mega Metagross Stomping Tantrum, not both of those attacks as "and" implies.
  • Also, the attack it lives is unboosted Tapu Lele Psychic in Psychic Terrain, not Moonblast.
[USAGE TIPS]
  • Mega Manectric's Intimidate is not immediate, it has to mega evolve first. This is especially important because switches occur before mega evolutions, so you may not get to Intimidate the pokemon you wanted to.
  • Note that when preserving Manectric for the late game, you are generally doing so to ensure more support for an actual win condition, instead of relying on Manectric's speed to win you games. The only time you are really saving Mega Manectric for damage is if your opponent has a Ferrothorn or something you cannot deal with otherwise.
  • You aren't totally left helpless if a Zygarde switches into a volt switch, as you will still be able to pivot out next turn on the other slot, hard switch, or hp ice the Zygarde, but it would be more correct to say that a Ground-type switching in on a Volt Switch leaves Manectric vulnerable to damage it wasn't planning on taking that turn, while also halting the momentum that would have been gained on a successful Volt Switch.
[TEAM OPTIONS]
  • You can't pair Mega Scizor with Mega Manetric.
  • When talking about forming a VoltTurn core, saying something like "Pokemon with U-turn like Genesect and Incineroar can synergize well with Mega Manectric, allowing for constant pivoting and a continually changing board state" would be more clear than the way it is currently worded.
  • You can't pair Mega Charizard Y with Mega Manectric.
  • Mega Manectric teams require ways to deal with opposing Dragon-types like Kyurem-B and Kommo o. Tapu Fini and Genesect are strong choices for this role.
  • The last part about Gothitelle doesn't read very clearly, a more precise way to word it would be "Gothitelle traps Pokemon that have had their stats lowered by Intimidate or Snarl while also being able to reset opposing Trick Room."
[OTHER OPTIONS]
  • Instead of saying using Overheat forces Manectric out, say that it drops its damage output considerably. You can still click Snarl for your teammates sake at -2, or Overheat something again for a lesser amount of damage.
[CHECKS AND COUNTERS]
  • I would say "Dragon-types" over just Kyurem-B, Soundproof Kommo-o avoids snarl and easily takes HP Ice while setting up and knocking out Manectric with Clangorous Soulblaze.
Once the above is implemented, tag me in a reply so I can check it again for 2/2!
 
#7
[MOVES]
  • Add something along the lines of "[Protect] also lets you stall out opposing speed control" to the Protect sentence, speed control being such a big issue for Manectric makes Protect that much more valuable
[TEAM OPTIONS]
  • Remove Tapu Bulu from the list of Taunt examples, the first two mons given get the point across
I wanted to wait for my stamp for this, but I didn't want to delay this any longer. Implement the above and you'll be good for 2/2!
 
#8
Red = Deletion, (RC) = Remove Comma, (RP) = Remove Period Blue = Addition, (AC) = Add Comma, (AD) = Add Dash, Green = Comments
[OVERVIEW]

Mega Manectric's blistering Speed tier lets it be an effective pivot while getting the jump on threats like Mega Gengar and Tapu Koko. Acess to Volt Switch and Intimidate,(AC) in tandem with a good typing,(AC) make Mega Manectric a formidable offensive pivot.(RP) L,(AC) letting it come in several times on a match to weaken physical attackers. (The last sentence was not a complete sentence, so I combined it as so to keep the wording as similar as possible.) Fire coverage in Overheat or Flamethrower sets it apart from other Electric-types,(AC) such as Tapu Koko. Snarl is also a nice tool that punishes Special attackers. (You might want to combine this sentence with the previous sentence since both are rather short and talk about some of Manectric's coverage options.) Despite its handy Intimidate, Mega Manectric can't come in on metagame-(AD)defining attackers like Zygarde and Landorus-T. Mega Manectric's Ddamage output is also rather lackluster. Finally, it also struggles considerably with Trick Room, Tailwind, and Sticky Web teams.

Some of these sentences are rather short, and the paragraph reads in a rather choppy matter. It may be a good idea to combine a few of them or reformat some of the sentences.

[SET]
name: Offensive Pivot
move 1: Volt Switch
move 2: Snarl / Hidden Power Ice
move 3: Overheat / Hidden Power Ice
move 4: Protect
item: Manectite
ability: Lightning Rod
nature: Timid
evs: 128 HP / 44 Def / 80 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Volt Switch is key to make in making Mega Manectric the reliable pivot it is, enabling it to switch out while dealing decent damage. (I changed the tense so that it matched the tense of the rest of the sentence.) Snarl punishes Special Attackers, being notably helpful to let teammates shrug off moves with more ease. Overheat hits Grass-types like Tapu Bulu, Amoonguss,(AC) and Ferrothorn,(RC) as well as Mega Metagross, a powerful and popular pick. (Smogon uses the Oxford comma even though it's considered unnecessary by some.) Hidden Power Ice hits foes quad weak to Ice, most notably Zygarde, Landorus-T, and Mega Salamence, especially when the former two wall any set lacking the move. Hidden Power Ice should replace either Snarl or Overheat if opted for; giving up Overheat makes it lose important coverage on Grass-types and Mega Metagross whereas losing out on Snarl reduces some of its utility against special attackers;(RS).(AP) Choosing which move to give up depends a lot on the team Mega Manectric is in, making it valuable to evaluate Mega Manectric's choice of moves on a case-by-case basis. Finally, Protect not only keeps Mega Manectric safe from attacks that could be troublesome while its's ally retaliates,(RC) but also lets it stall out methods of speed control,(AC) such as Tailwind and Trick Room. (Technically, having two semicolons in one sentence is correct, but it makes the sentence seem incredibly long and reduces readability overall. I made the second semicolon a period since the last sentence is rather substantial in its own right.)

Set Details
========

Maximum Speed EVs alongside a Timid nature let Mega Manectric outrun +1 Modest Kommo-o and Rash Deoxys-A while still tying with opposing Mega Manectric. Its bulk investment enables it to take a Psychic from unboosted Tapu Lele in Psychic Terrain or a Stomping Tantrum from Mega Metagross. The rest of EVs are invested into Special Attack. (I'd combine the previous two sentences as they're rather short and can combine easily with a conjunction. If you opt to connect the two via conjunction, you may want to remove the conjunction in the following sentence to avoid repetition of similar sentence structures.) Alternatively, 252 SpA EVs and 252 Spe EVs can increase firepower, but it makes Mega Manectric a less reliable pivot. Lightning Rod is the preferred ability before Mega Evolution to redirect Electric-type moves,(RC) that can not only improve its firepower considerably but also help out teammates take on threats like Tapu Koko.

Usage Tips
========

Mega Manectric is quite a solid lead, giving not only Intimidate but also a reliable form of pivoting and scouting thanks to its fast Volt Switch. It's also important to try to mMega Evolve it early if Lightning Rod won't have much use as it can Intimidate foes on the switch. Nonetheless, it's always nice to attempt to preserve Mega Manectric for late-game as it can be quite helpful to seal a match with the combo of Intimidate and Snarl to keep faster opponents in check. Pivot Mega Manectric into physical attackers to reduce their firepower with Intimidate. Decent bulk after Intimidate lets it come in a couple times on a match, so make sure to make the best use of utilize that bulk by constantly using Volt Switch and Intimidate on foes. (Rather than use 'make' back to back, 'utilize' describes exactly what you want without the extra wordiness, helping to improve readability.) Speaking of Volt Switch, be careful not to use it when your opponent predicts it and sends in a Ground-type,(RC) as it will leave Mega Manectric vulnerable to damage it might not have intended to take during the turn it attempts to switch out. If running Overheat,(AC) it's usually ideal to pivot out afterward due to the SpA Special Attack drop provoked by the move, so keep that in mind before using it. Mega Manectrc's allies with a setup move can also take advantage of Intimidate and Snarl, giving them a lot more opportunities, so try to pivot Mega Manectric in when attempting to set up. Lastly, if your opponent has a strong Electric-type like Tapu Koko, it could be ideal to leave Manectric without Mega Evolving for a turn or two to redirect it's its Electric move,(RC) ;(AS) just keep the lack of Intimidate, power, and Sspeed in mind. (I added in a semicolon since the part after the comma was a complete sentence - a semicolon let me keep the wording as close to the original as possible. I also changed Speed to lowercase as what's being talked about is less of Manectric's actual speed stat and more of a general quickness.)

Team Options
========

Set up Ssweepers like Zygarde and Kommo-o greatly appreciate Intimidate and Snarl giving them more opportunities to set up. Pokemon with U-turn like Genesect and Incineroar have great synergy with Mega Manectric, enabling for constant pivoting and a continually changing board state. In a similar manner, a secondary Intimidate user like Landorus-T or the aforementioned Incineroar is a good choice to annoy opposing physical attackers with a lot more effectiveness by constantly pivoting back and forth. Pokémon that take on Dragon-types like Kyurem-B and Kommo-Oo are great partners, some examples include being Tapu Fini and the aforementioned Gensect. Tailwind users like Suicune and Mew greatly appreciate Intimidate and Snarl giving them more opportunities to use Tailwind. Similarly, Sspeed control in Icy Wind or Electroweb is also appreciated, making up for Mega Manectric's susceptibility to speed control. Notable users include Assault Vest Kyurem-B and Porygon2, especially since both have great matchups with Landorus-T and Zygarde. A countermeasure to Trick Room is important because most frameworks with Mega Manectric can be quite susceptible to it otherwise,(RC) ;(AS) Roar Suicune is a sound pick,(RC) as it also compressesing the role of a Tailwind setter,(RC) as previously mentioned, but Taunt users,(AC) such as Tapu Koko and Tapu Lele,(AC) also exceed at this role. Gothitelle can trap opponents whose stats were lowered by Intimidate or Snarl while also being able to reset opposing Trick Room.

[STRATEGY COMMENTS]
Other Options
=============

By virtue of its limited niche, Mega Manectric doesn't have many additional options. Flamethrower gives up a lot of Overheat's power but doesn't hinder its damage output like Overheat does; Flamethrower also pairs quite nicely with Hidden Power Ice as Overheat also condemns Hidden Power Ice its use. (I reformatted this as it's been implied that HP Ice is being condemned by Overheat, so there's no need to restate the subject as the pronoun is clear.) Thunder can be used over Snarl for rain teams and added power. Finally, Thunderbolt can replace Volt Switch to allow Mega Manectric to use Electric-type moves without having to switch out on non-rain teams.

Checks and Counters
===================

**Ground-types**: While most Ground-types are weak to Hidden Power Ice, Mega Manectric is still vulnerable to any of them switching in to block Volt Switch, the likes of Landorus-T, Zygarde, and Mega Swampert can hit it with a STAB Ground move of choice and dealing decent damage after spread and Intimidate,(RC) with Mega Swampert taking even Hidden Power Ice variants, unlike the Landorus-T and Zygarde. Landorus can also block Volt Switch,(AC) but it has a chance to get OHKOed by Hidden Power Ice and doesn't appreciate a Snarl, failing to knockout Mega Manectric if it so decides to use Snarl.

**Grass-types**: Most Grass-types, such as Tapu Bulu and Amoongus,(AC) can take at least one Overheat and thus force Mega Manectric out due to the special attack drop,(RC).(AP) Amoongus can put it to sleep with Spore and Tapu Bulu can hit it hard with a STAB move.

**Dragon-types**: Kyurem-B can take absolutely anything Mega Manectric throws at it and retaliate with an Earth Power, Ice Beam, or Icy Wind for Sspeed control. Soundproof Kommo-o is immune to Snarl and stomachs any move from Mega Manectric too.

**Speed control**: Mega Manectric is very susceptible to Sspeed control as it highly appreciates said stat to be an efficient pivot. Trick Room from the likes of Diancie,(RC) and Stakataka, Tailwind from Pokémon such as like Zapdos and Suicune, and Icy Wind from the likes of Kyurem-B and Milotic can heavily annoy Mega Manectric and most of its teammates.
 

The Dutch Plumberjack

ace of wands
is a member of the Site Staffis a Smogon Social Media Contributoris a Contributor to Smogonis a Smogon Media Contributoris an Administrator
Articles Co-Leader
#9
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Mega Manectric's blistering Speed tier lets it be an effective pivot while getting able to get the jump on threats like Mega Gengar and Tapu Koko. Acess Access to Volt Switch and Intimidate in tandem with a good typing make Mega Manectric a formidable [offensive pivot], (comma) (change this to smth else to avoid repeition) letting it come in several times on in a match to weaken physical attackers. Fire coverage in Overheat or Flamethrower sets it apart from other Electric-types such as Tapu Koko, (comma) and Snarl is also another nice tool that punishes special attackers. However, despite its handy Intimidate, Mega Manectric can't come in on metagame-defining (AH) attackers like Zygarde and Landorus-T. Mega Manectric's damage output is also rather lackluster. Finally, it also struggles considerably with Trick Room, Tailwind, and Sticky Web (is this really a thing?) teams.

[SET]
name: Offensive Pivot
move 1: Volt Switch
move 2: Snarl / Hidden Power Ice
move 3: Overheat / Hidden Power Ice
move 4: Protect
item: Manectite
ability: Lightning Rod
nature: Timid
evs: 128 HP / 44 Def / 80 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Volt Switch is key to make Mega Manectric the reliable pivot it is, enabling it to switch out while dealing decent damage. Snarl punishes special attackers, being notably helpful to let teammates shrug off moves with more ease. Overheat hits Grass-types like Tapu Bulu, Amoonguss and Ferrothorn (RC) as well as Mega Metagross, a powerful and popular pick. Hidden Power Ice hits foes quad 4x weak to Ice, most notably Zygarde, Landorus-T, and Mega Salamence, especially when the former two of which wall any set lacking the move. Hidden Power Ice should replace either Snarl or Overheat if opted for. (comma) Giving up Overheat makes it Mega Manectric lose important coverage on Grass-types and Mega Metagross, (AC) whereas losing out on Snarl reduces some of its utility against special attackers; choosing which move to give up depends a lot on the team Mega Manectric is in, making it valuable to evaluate Mega Manectric's choice of moves on a case-by-case basis. Finally, Protect not only keeps Mega Manectric safe from attacks that could be troublesome while its's its ally retaliates (RC) but also lets it stall out methods of speed control such as Tailwind and Trick Room.

Set Details
========

Maximum Speed EVs alongside a Timid nature let Mega Manectric outrun +1 Modest Kommo-o and Rash Deoxys-A while still tying with opposing Mega Manectric. Its bulk investment enables it to take a Psychic from unboosted Tapu Lele in Psychic Terrain or a Stomping Tantrum from Mega Metagross. The rest of EVs are invested into Special Attack. Alternatively, 252 SpA EVs and 252 Spe EVs can increase firepower, but it makes Mega Manectric a less reliable pivot. Lightning Rod is the preferred ability before Mega Evolution to redirect Electric-type moves, that which can not only can improve its firepower considerably but also help out helps teammates take on threats like Tapu Koko.

Usage Tips
========

Mega Manectric is quite a solid lead, giving not only Intimidate but also a reliable form of pivoting and scouting thanks to its fast Volt Switch. It's also important to try to Mega Evolve it early if Lightning Rod won't have much use, (AC) as it can Intimidate foes on the switch. Nonetheless, it's always nice to attempt to preserve Mega Manectric for late-game, (AC) as it can be quite helpful to seal a match with the combo combination of Intimidate and Snarl to keep faster opponents foes in check. Pivot Mega Manectric into physical attackers to reduce their firepower with Intimidate. Decent effective bulk after Intimidate lets it come in a couple times on a match, so make sure to make the best use of that bulk by constantly using Volt Switch and Intimidate on foes. Speaking of Volt Switch, be careful not to use it when your opponent predicts it and sends in a Ground-type, as it will leave Mega Manectric vulnerable to damage it might not have intended to take during the turn it attempts to switch out. If running Overheat, (AC) it's usually ideal to pivot out afterward due to the SpA Special Attack drop provoked by the move, so keep that in mind before using it. Mega Manectrc's Allies with a setup move can also take advantage of Intimidate and Snarl, giving them a lot more opportunities, so try to pivot Mega Manectric in when attempting to set up with them. Lastly, if your opponent has a strong Electric-type like Tapu Koko, it could be ideal to leave Manectric without hold off on Mega Evolving for a turn or two to redirect it's its Electric move; (SC) just keep the lack of Intimidate, power, and Speed in mind.

Team Options
========

Set up Setup sweepers like Zygarde and Kommo-o greatly appreciate Intimidate and Snarl giving them more opportunities to set up. Pokemon with U-turn like Genesect and Incineroar have great synergy with Mega Manectric, enabling for constant pivoting and a continually changing board state. In a similar manner, a secondary Intimidate user like Landorus-T or the aforementioned Incineroar is a good choice to annoy opposing physical attackers with a lot more effectiveness by constantly pivoting back and forth. Pokémon Pokemon that take on Dragon-types like Kyurem-B and Kommo-O are great partners; (SC) examples include Tapu Fini and the aforementioned Gensect Genesect. Tailwind users like Suicune and Mew greatly appreciate Intimidate and Snarl giving them more opportunities to use Tailwind set up. Similarly, speed control in Icy Wind or Electroweb is also appreciated, making up for Mega Manectric's susceptibility to opposing speed control. Notable users include Assault Vest Kyurem-B and Porygon2, especially since both have great matchups with against Landorus-T and Zygarde. A countermeasure to Trick Room is important because most frameworks with Mega Manectric can be quite susceptible to it otherwise; (SC) Roar Suicune is a sound pick, also compressing the role of a Tailwind setter, as previously mentioned, but Taunt users such as Tapu Koko and Tapu Lele also exceed excel at this role. Gothitelle can trap opponents opposing Pokemon whose stats were lowered by Intimidate or Snarl while also being able to reset opposing Trick Room.

[STRATEGY COMMENTS]
Other Options
=============

By virtue of its limited niche, Mega Manectric doesn't have many additional options. Flamethrower gives up a lot of Overheat's power but doesn't hinder its lower Mega Manectric's damage output like Overheat does; Flamethrower also pairs quite nicely with Hidden Power Ice, (AC) as Overheat also condemns (what does this mean) Hidden Power Ice. Thunder can be used over Snarl for on rain teams and for (potentially changing content here, feel free to keep "and" if appropriate) added power. Finally, Thunderbolt can replace Volt Switch to allow Mega Manectric to use Electric-type moves without having to switch out on non-rain teams.

Checks and Counters
===================

**Ground-types**: While most Ground-types are weak to Hidden Power Ice, Mega Manectric is still vulnerable to any of them switching in to block Volt Switch; (SC) the likes of Landorus-T, Zygarde, and Mega Swampert can hit it with a STAB Ground move of choice, (AC) dealing decent damage even after spread reduction and Intimidate, with Mega Swampert taking even Hidden Power Ice variants, unlike the Landorus-T and Zygarde. Landorus can also block Volt Switch but it has a chance to get OHKOed by Hidden Power Ice and doesn't appreciate a Snarl, failing to knockout knock out Mega Manectric if it so decides to use Snarl the move.

**Grass-types**: Most Grass-types, such as Tapu Bulu and Amoonguss, (AC) can take at least one Overheat and thus force Mega Manectric out due to the Special Attack drop. (AP) Amoonguss can also put it to sleep with Spore, (AC) and Tapu Bulu can hit it hard with a STAB move.

**Dragon-types**: Kyurem-B can take absolutely anything Mega Manectric throws at it and retaliate with an Earth Power, Ice Beam, or Icy Wind for speed control. Soundproof Kommo-o is immune to Snarl and stomachs any move from Mega Manectric too.

**Speed control**: Mega Manectric is very susceptible to speed control, (AC) as it highly appreciates said its Speed stat to be an efficient pivot. Trick Room from the likes of Diancie (RC) and Stakataka, Tailwind from Pokémon Pokemon such as Zapdos and Suicune, and Icy Wind from the likes of Kyurem-B and Milotic can heavily annoy Mega Manectric and most of its teammates.
 

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